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Burki nous apporta ses lumieres en ce 2007/09/02 13:15:
> Alain <ele### [at] netscape net> wrote:
>> Charles nous apporta ses lumieres en ce 2007/09/01 19:39:
>>> Hello everyone,
>>>
>>> For a research project, I need to make a physically accurate simulation of
>>> candlewax.
>
>
> Hi!
>
> I made a demo scene with wax this spring (see below).
>
> The material is slightly altered from the one first provided by Andy Cocker
> in his posting:
>
http://news.povray.org/povray.text.scene-files/thread/%3C3fcddaec$1@news.povray.org%3E/?ttop=238503&toff=100
> The media density is very high (seven).
>
> Perhaps try this, should render in a few seconds.
>
>
> Yours,
> Bu.
>
>
> Only code follows:
>
> //////////////////////////////////////////////////////////////////////
> // Persistence of Vision Ray Tracer Scene Description File
> // File: ?.pov
> // Vers: 3.6
> // Desc: Checkered Floor Example
> // Date: mm/dd/yy
> // Auth: ?
> //
>
> #version 3.6;
>
> #include "colors.inc"
>
> global_settings {
> assumed_gamma 1.0
> max_trace_level 5
> }
>
> // ----------------------------------------
>
> camera {
> location <0.0, 0.5, -4.0>
> direction 1.5*z
> right x*image_width/image_height
> look_at <0.0, 0.0, 0.0>
> }
>
> sky_sphere {
> pigment {
> gradient y
> color_map {
> [0.0 rgb <0.6,0.7,1.0>]
> [0.7 rgb <0.0,0.1,0.8>]
> }
> }
> }
>
> light_source {
> <0, 0, 0> // light's position (translated below)
> color rgb <1, 1, 1> // light's color
> translate <-30, 30, -30>
> }
>
> // ----------------------------------------
>
> plane { // checkered floor
> y, -1
> texture
> {
> pigment {
> checker
> color rgb 1
> color blue 1
> scale 0.5
> }
> finish{
> diffuse 0.8
> ambient 0.1
> }
> }
> }
> //
>
http://news.povray.org/povray.text.scene-files/thread/%3C3fcddaec$1@news.povray.org%3E/?ttop=238503&toff=100
>
> #declare Obj_Col = <1, 0.6, 0.2>;
> #declare Obj_Absorption = 1 - Obj_Col;
> #declare Media_Density = 7; //was 6.5; // must be adapted to size
> #declare SSS_Tex =
> texture {
> pigment {
> rgb Obj_Col
> filter 1.2 // was 1.0
> }
> finish {
> brilliance 4 // wasn't included from Andy Cocker
> specular 0.5
> roughness 0.2
> ambient 0.2
> reflection {
> 0.0,
> 0.5
> fresnel
> }
> conserve_energy
> }normal{ granite 0.2 scale 0.001}
> }
> #declare SSS_Int =
> interior {
> ior 1.3 // close to water
> // Media with absorption and scattering
> media {
> absorption Obj_Absorption*2
> scattering {
> 4, // Rayleigh
> Media_Density //see above
> }
> method 3 // adaptive sampling, is default anyway
> }
> }
>
> #declare SSS_Material =
> material {
> texture {
> SSS_Tex
> }
> interior {
> SSS_Int
> }
> }
>
>
>
> //
> cylinder{
> <0, -1, 0>
> <0, 0.3, 0>
> 0.3
> hollow
> material {SSS_Material}
> }
sphere{0,0.1 pigment{rgb 0}}
>
> //end of file
>
>
Added:
normal{ granite 0.2 scale 0.001} to the texture of the cylinder.
Added:
sphere{0,0.1 pigment{rgb 0}}
Some improvement.
--
Alain
-------------------------------------------------
OK, so what's the speed of dark?
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